/* Defines the characteristics of entities on the map */



type Person interface {
	//Accessors
	Strength () uint16
	Inventory () inventory
	//Actions
}

/* a person has a list of body parts (and their attachments?)

type BodyPart interface {
	Name () string
	Vital () bool //if the body part is essential to life - brain+heart
	Health () uint16
	Wounds () uint8
	Strength () uint16 //determines carrying capacity
	Links () []*BodyPart //the Body parts we're linked to
	}

type Arm interface {
	BodyPart
	Wielding() Item, bool
	Wield (Item) bool
	}

type Leg interface {
	BodyPart
	Speed () uint16 //or however we do the leg thing
	}
//carrying capacity of an inventory point is the *minimum* strength of the bodyparts in the shortest path to the ground - that is, the shortest path to a leg

type Humanoid struct {
	BodyPlan
	}

func (*Humanoid) Strength () uint16
	return min strength of body parts


